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#version 150
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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// Pass some variables to the fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Apply all matrix transformations to vertex
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gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
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}
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